mirror of
https://github.com/godotengine/godot.git
synced 2024-12-15 10:12:40 +08:00
b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
59 lines
2.8 KiB
C++
59 lines
2.8 KiB
C++
/*************************************************************************/
|
|
/* display_layer.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#import <OpenGLES/EAGLDrawable.h>
|
|
#import <QuartzCore/QuartzCore.h>
|
|
|
|
@protocol DisplayLayer <NSObject>
|
|
|
|
- (void)renderDisplayLayer;
|
|
- (void)initializeDisplayLayer;
|
|
- (void)layoutDisplayLayer;
|
|
|
|
@end
|
|
|
|
// An ugly workaround for iOS simulator
|
|
#if defined(TARGET_OS_SIMULATOR) && TARGET_OS_SIMULATOR
|
|
#if defined(__IPHONE_13_0)
|
|
API_AVAILABLE(ios(13.0))
|
|
@interface GodotMetalLayer : CAMetalLayer <DisplayLayer>
|
|
#else
|
|
@interface GodotMetalLayer : CALayer <DisplayLayer>
|
|
#endif
|
|
#else
|
|
@interface GodotMetalLayer : CAMetalLayer <DisplayLayer>
|
|
#endif
|
|
@end
|
|
|
|
API_DEPRECATED("OpenGLES is deprecated", ios(2.0, 12.0))
|
|
@interface GodotOpenGLLayer : CAEAGLLayer <DisplayLayer>
|
|
|
|
@end
|